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* Improve Criminal Records Computer usability (#30292)

* Avoid destroying and recreating record list on every update message

* Add early-out on nullptr input

* Remove sussy null suppress

---------

Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>

* improve job special (#30753)

* cleanup of AddComponentSpecial

* add RemoveComponentSpecial

* require

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Resprite the equipped gas canister suit slots (#30809)

* add

* red and generic

* add meta

* Automatic changelog update

* Fix for stripping doafters (#30821)

Apparently I need to check if they're holding an item

Co-authored-by: plykiya <plykiya@protonmail.com>

* [Sprites/Fix] In hand for BlueSpace beaker & CMO's equipped cloak (#28719)

* [Fix] CMO's equipped cloak

* [Fix] CMO's equipped cloak

* [Sprites] In hands for bluespace beaker

* [Sprites] In hands for bluespace beaker

* [Sprites] In hands for bluespace beaker

* [Sprites] In hands for bluespace beaker

* Add arm64 support to packager for windows and osx (#29723)

Wanted to package a server for the funny on my macbook and noticed it was not working cause of this... now it will workie :3

* Change translation for CutterMachine (#2453)

Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com>

* Elegant maid uniform in emagged Janidrobe (#2391)

* Update rules (#2419)

* Buckling an entity requires a do-after (#29621)

* Buckling an entity requires a do-after

* Works but feels like bad code?

* Cleanup

---------

Co-authored-by: plykiya <plykiya@protonmail.com>

* Automatic changelog update

* Crowbar variants (#28988)

* add

* comma

* sprites

* yaml-ify

* add s

* lathe and engi belt

* yes

* fix maybe

* progress

* nearly there

* fix

* fix yaml linter having a stroke

* Automatic changelog update

* Crowbars fix (#30828)

* Crowbars fix

* oops

* [Maps] Delta Update (#2472)

* Network WallMountComponent (#30837)

* Revert "Make hotplate and grill anchorable on table part 2" (#30830)

Revert "Make hotplate and grill anchorable on table part 2 (#29454)"

This reverts commit 268cab9.

* Automatic changelog update

* Entity Tables (EntitySpawnEntry replacement) (#30579)

* Entity table code

* entity table examples

* fix dat shit

* access

* tests tests tests

* sloth review

* Automatic changelog update

* Changed chemistry airlock color (#30666)

* chem

* re-check

* re-check. again

* checks just die. last try

* re-check :blessrng:

* Automatic changelog update

* Bent pipes deal 8 thrown damage (#30634)

8 pipe throw damage

* Automatic changelog update

* [S] hopefully prevents a repeat of 4 am on 8/10/2024 in the #server-leviathan-use channel (#30851)

cant test this because the documentation sucks ass but fuck it we ball

* Change siren.ogg to gamma.ogg (#30836)

* remove TerminatorRoleComponent (#30733)

* Add Rat Kings wideswinging (#30808)

Update regalrat.yml

* Automatic changelog update

* Added suitskirt for psychologist (#30709)

* Added jumpskirt

* added locale

* Added spaces in code

* Updated the meta

* Automatic changelog update

* ERT Chaplain Loadout fixer (#30855)

Chaplain fixy

* Automatic changelog update

* Infer type for EntSelector  (#30856)

Infer type for EntSelector.cs

* Partially revert light tube sprites (#29091)

* add

* reduce contrast

* Automatic changelog update

* Cursed Mask (#29659)

* Cursed Mask

* extra expressions

* block ingestion

* mind returning

* okay fix the removal shit

* Fix some locales (#30860)

* Fix some locales

* forgor

* #30851 followup - murderficates links (#30863)

kneecaps links while we're at it

* Remove meta voiceline from the passenger figure (#30868)

Update figurines.ftl

* Standartize clothing recipes (#29315)

* Automatic changelog update

* Reach tweaks reattempt 2 (#30782)

* uhhh fix stuff maybe

* - added a fax machine
- made botany slightly bigger to accommodate a nutrimax vending machine
- added air alarms, scrubbers and a waste pipe network

* tweak(snowy_labs): Remove non-valid holoparasite (#30875)

* Custom burgers - FoodSequence system (#30755)

* setup foodsequence

* name generation and max layers limit

* move to nutrition

* move code to serverside

* move to appearance data

* marked fields as required

* Update foodsequence.yml

* b

* burgeers!

* Update produce.yml

* Update meat.yml

* Update burger.yml

* fix duplicate naming

* Update Resources/Locale/en-US/nutrition/components/food-sequence.ftl

Co-authored-by: Hrosts <35345601+Hrosts@users.noreply.github.com>

* merge flavor profiles

* make food trash List<>

* merge trash

* Update FoodComponent.cs

* Update FoodComponent.cs

* organs and cannabis support

---------

Co-authored-by: Hrosts <35345601+Hrosts@users.noreply.github.com>

* Automatic changelog update

* chore(bagel): Remove EntityStorageComponent  (#30881)

* chore(meta): Remove EntityStorageComponent  (#30883)

* chore(omega): Remove EntityStorageComponent  (#30879)

* chore(marathon): Remove EntityStorageComponent (#30877)

* chore(atlas): Remove EntityStorageComponent  (#30876)

* tweak(oasis): Lower the engineering borg spawn (#30874)

* add(meta): Add missing airvent to airlock (#30871)

* Updated Core boxing ring beacon (#30800)

Updated boxing ring beacon to be correctly labeled

* tweak(Shuttle_honki): Replace clown spiders with honkbots (#30617)

* Automatic changelog update

* Vox Minor Clothing Update 2: Electric Boogaloo (#30838)

* more vox masks n stuff

* cluwne

* fix

* merc gas mask

* bunny tail height fix

* Automatic changelog update

* Torch no longer gives errors (#30884)

First commit

* Refactor LightBehaviorSystem to remove obsolete code (#30890)

* Update Credits (#30891)

Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>

* Make followed session-specific (#30770)

* Make followed session-specific

* misimport

* Add some container checks (#30896)

Climbable container probably getting checked up the callstack so just check these ones.

* Add a component that inserts the held item when no interaction happens on the stored item (#29823)

* Insert when held item has no interaction with stored item

* Decouple inserting on failure

* Add component that stores the used entity when no interaction happened

* Add prediction

* Remove uses of Component.Owner from AmbientSoundSystem (#30842)

Remove Component.Owner from AmbientSoundSystem

* Melee Executions (#30104)

* melee executions

* fix damage bug

* cleanup

* address reviews hopefully

* resistance bypass mechanic

* component changes

* self executions (not finished yet)

* self execs part two

* ok i fixed things (still not finished)

* finish everything

* review stuff

* nuke if (kind = special)

* more review stuffs

* Make suicide system much less hardcoded and make much more use of events

* Fix a dumb bug I introduced

* self execution popups

* Integration tests

* Why did they even take 0.5 blunt damage?

* More consistent integration tests

* Destructive equals true

* Allow it to dirty-dispose

* IS THIS WHAT YOU WANT?

* FRESH AND CLEAN

* modifier to multiplier

* don't jinx the integration tests

* no file-scoped namespace

* Move the rest of execution to shared, create SuicideGhostEvent

* handled

* Get rid of unused code and add a comment

* ghost before suicide

* stop cat suicides

* popup fix + small suicide change

* make it a bit better

---------

Co-authored-by: Plykiya <58439124+Plykiya@users.noreply.github.com>

* Replaced some AddMarkups with AddMarkupOrThrow (#30632)

* First commit

* Silly me

* bruh

* Automatic changelog update

* Make head of department lockers use EntityTables (#30854)

* EntityTables for head of department lockers

* I hope this works

* even smaller

---------

Co-authored-by: plykiya <plykiya@protonmail.com>

* Don't show Station Event announcements to players in the lobby. (#30886)

* Don't show Station Event announcements to players in the lobby.

* fix pr

---------

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>

* Rename cooking shelf, improve content whitelist (#30858)

Rename cooking shelf to kitchen shelf

Co-authored-by: plykiya <plykiya@protonmail.com>

* Automatic changelog update

* Change suit sensors on other players (#29668)

* Suit sensors can be turned off on other players

* less doafter time + interaction (nostate) check

* code cleanup

* code cleanup 2

* Automatic changelog update

* Add MinHealth Construction Condition (#30892)

* Add Min Health Condition and associated Locale

* Add Comment

* Make RCD ui activateable only in hand (#30861)

* Automatic changelog update

* EntityTables for sec belts and webbing (#30900)

* EntityTables for sec belts and webbing

* update name

---------

Co-authored-by: plykiya <plykiya@protonmail.com>

* Pax now refresh instead of stacking pacified forever (#30778)

Pax refreshes instead of stacking pacified forever

* Automatic changelog update

* Reorder priorities in `MeleeCombatCompound` (#30066)

Reordered MeleeCombatCompound to improve unpulling

* Make the sentient plant mutation non-copyable to other plantholders (#29133)

make the sentient plant mutation not propagate by clipping, using the seed extractor or cryoxadone

* Automatic changelog update

* fix(Commands): Improve Localization of commands. Standardize some behaviors. (#30362)

* I should be studying for school but that is sofucking boring, I will pass my class no matter, however getting an A might be a challenge. My gpa is important but is the tourture for 1 point of GPA worth it? The american government says yes but they are responsible for the majority of all genocides that have ever been conducted since the dawn of man

* ugh

* ugh

* adds a throngler plushie, and adds it to the grand lotto (#29978)

* adds a throngler plushie, and adds it to the grand lotto

* this was supposed to be in the initial commit but I apparently forgot to save so anyway here it is

* make throngler plushie more rare

how about I split the difference:
original throngler: 0.0001
other plushies: 0.01
thongler plushie: 0.0005

* removed inheritied soundhit

* Automatic changelog update

* fix a capitalisation mistake (#30908)

ad

* Small json files fixes (#30907)

Small json fixes

Resources/Textures/Interface/Default/meta.json: trailing comma
Resources/Textures/Objects/Specific/Hydroponics/attribution.json: proper json
Resources/Textures/Tiles/Planet/Snow/meta.json: trailing commas

* [Maps] Paper Re-design (#2475)

* Remove rest of Geras files (#30912)

remove remaining geras stuff

* tweak(AgeRequirement): Make the requiredAge more sensible (#30913)

* [MAPS] Pearl fix (#2474)

* chrore(ageRequirement): fix grammar. atleast -> at least (#30914)

* [Maps] Delta Small Tweak (#2477)

* Minor sprite fix to inhand med hardsuits and HoS turtleneck jumpsuit (#30918)

* Fixes inhand hardsuit cross color from space-wizards/space-station-14#26516 (comment)

* Fixed HoS Turtle not covering all butt pixels

---------

Co-authored-by: Zachary Yona <magicalusf@gmail.com>

* Add execution component to all energy sword weapons (#30909)

Co-authored-by: plykiya <plykiya@protonmail.com>

* Automatic changelog update

* chore(grammar): correct some mistakes (#30916)

* Add diamond mining drills, buff regular mining drills (#30814)

* why do I have to change so much just to add drills

* diamon

* Automatic changelog update

* give trash a reusable entity table (#30921)

* Don't show the Meteor Swarm announcement to players in the lobby. (#30922)

* Contraband marking & examining (#28688)

* System & loc strings

* pass over syndie contraband

* fixes

* grand theft pass

* contrabandexamine -> contraband

* examine text generation update

* all composition parents necessary

* bring back minor contra so it has a less confusing message

* minor

* weapon pass

* jumpsuit pass

* feet pass

* AUUUUUUUUUGHHHHHHHHHHHHHHHHHH

* head

* AUUUUGH

* ear

* belt

* back

* fix

* bro

* rename for more clarity

* do da review

* add cvar for contraband examine

---------

Co-authored-by: EmoGarbage404 <retron404@gmail.com>
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

* Automatic changelog update

* Sec Vest & Helmet Resprite (Attempt 2) (#30291)

* Sec Vest & Helmet Resprite

* Made Helmet side sprites better

* Vest Alterations In Line With Feedback

* Feedback Based Alterations PT.2 (How did I miss that?)

* Alterations in line with Art Director Feedback

* Automatic changelog update

* Hotfix #30291 (#30932)

* add

* Revert "add"

This reverts commit 2b4ae87c4fbdd80d224ab19a655c9c547fcc43fd.

* add

* Make mantles loadout only. (#30929)

* remove cloaks and mantles from dresser

* remove mantles from lathe

* add role timer loadout thing

* add back cloak dresser

* fix test fail

* potentially fix test fail (?)

* Automatic changelog update

* Removes variant cube migration (#30934)

add

* First Review Pass Contraband Fixes (#30930)

* First pass contra fix

* bam

* More

* Security crates are now marked as security restricted

* Syndicate raid suit is contra

* damn I forgot gatfruit

* Add conducting gloves to the maintenance loot table (#30904)

* add

* lower weight

* [Maps] Paper Mega Super Big Update (#2479)

* Update space law for contraband upate (#30937)

* update space law

* missed a thing

* Fix upstream

* Fix DoDrop to DropNextTo in container cases (#30911)

* Fix DoDrop to DropNextTo in container cases
DoDrop is too heavy to calculation. In any other case we should use alternatives, for example DropNextTo helper method

* codestyle change

* Update locale

* Fix Reagent Fire Stacks (#30766)

* Fix Reagent Fire Stacks

* Comments on code

* little nicer wording?

* [Maps] Delta nitrogen fix (#2482)

* Translate Upstream #2466  (#2478)

* Lines 88 and 89, updated 'narsie' and 'ratvar' to 'Nar'Sie' and Ratva… (#30954)

Lines 88 and 89, updated 'narsie' and 'ratvar' to 'Nar'Sie' and Ratvar, per issue #30719.

* Automatic changelog update

* Fix permission check for whitelists in player panel (#30948)

* Automatic changelog update

* Grey mantle in winterdrobe (#29774)

* add the mantle

* fix a few things

* fix merge conflict stuff, remove from winterdrobe and lathe.

* Add mantle to loadouts (20 hour requirement)

* Automatic changelog update

* Sliceable doAfter (#30824)

* init

* wtf git

* Automatic changelog update

* Add capfruit, a gatfruit mutation. (#30850)

* add base

* add fake suffix and flavor fix

* address some reviews

* parent it

* fix test fail

* add FoodSequence support and address small review

* Automatic changelog update

* Fixes the grey mantle (#30971)

add the thing i missed

* Add keybinds for rotating and flipping objects (#30540)

* add keybinds for rotating and flipping objects

* no popup for verbs

* Automatic changelog update

* tweak(Shuttle_honki): Remove DeviceQuantumSpinInverter from honki shuttle. (#30618)

* Make the Borgs Names Appear When they Make an Announcement (#30107)

* Make the Borgs Names Appear When they Make an Announcement

* bwomp

* re-order

* Use Name instead of metadata

* goiup

* Automatic changelog update

* Added Cog(map) and its own evac shuttle (#30840)

* Added new map Cog and its own evac shuttle

* removed cog from default.yml so all checks will pass

I added cog here because i thought it might need to be here for map choosing??????????? ill add it back if needed

* updated cog and fixed a bunch of stuff that was not visable in the image, also nerfed the singo so it no longer solos

* added renault spawner that was missing and changed some minor stuff

* moved a escape pod from med/sci hallway to northern maints

* added shutters to the brig and added vents and scrubbers where they were missing in the halls

* extended salv's docking port so they can dock

* Fixed according to cog review thread

* fix pools

* fix PostMapInitTest

* Update MapLoadBenchmark.cs

* added cap and hop spawn that i just forgot to add???????????????????

* fixed again

---------

Co-authored-by: Emisse <99158783+Emisse@users.noreply.github.com>

* Automatic changelog update

* Update publish-publish.yml

* Throngler Plushie Sprite (#30969)

Throngonkler Plush sprite

* Automatic changelog update

* Crowbar sprite fix (#2485)

* cog update (#30982)

* cleaning up bounty descriptions (#30981)

fixed up dumb text

* Fix bug with rotating shelves (#30978)

* Main

* Update shelfs.yml

* Little bug fix

* No weather on concrete tiles (#30952)

* concrete weather

* miss

* Add Concrete Inside tile (#2486)

* development build ghostrole lottery changes (#30980)

debug ghostrole lottery changes

* Various cog fixes (#30987)

various cog fixes

* refactor event schedulers to use explicit game rules (#29320)

* works, still has testing values, im sure I did stupid shit.

* shitvent crapfactor

* snap extra word out of existence

* shit I died of old

* remove useless inaccurate design comments

* Oopsie, handle requirement params in RandomRuleSystem too

* I'm a slash slinging hasher

* Address reviews, add admin alerts I forgor

* EntityMan saves the day

* address reviews 1

* eh, I actually don't care about the cargo gifts thing.

* started

* Do reviews

* you actually meant 1.2 lmao

* dependency inheritance is a fickle bitch

* I have no idea.

* Threads are for sheets not computers.

* fix traitor rule test

* fix round type tattling

* break things

* It worky

* Toolshed makes we want to drink depresso.

* Finished?

* remove debug values

* timings

* use defaults

* alphabetize

* bobby drop tables

* Float required fr fr

* continue

* more continence

* uno mas

* obsolution

* cleanup and documentations

* Yell at self

* use the right value defaults

* housekeeping

* Automatic changelog update

* Add a saline syringe to the combat medical kit (#29954)

saline

* Automatic changelog update

* fix the admin verbs trying to kill players by filling their lungs with plasma (#30991)

fix the admin tools trying to kill players by filling their lungs with plasma

* [Art] Mining structures retexture (#2465)

* Update submodule to v230.0.1 (#30973)

Fix replays due to vulnerability update

* Make ahelp.admin_prefix default false (#30994)

* Make ahelp.admin_prefix default false

* More disabling

Game defaults should match wizden as closely as possible.

---------

Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>

* Enable worldgen by default in non-wizden config (#30996)

Enable worldgen by default

If somebody can explain to me WHY this isn't enabled by default, that would be epic. Otherwise we're merging this

* Custom Taco & Kebabs - FoodSequence 2 (#30905)

* control layer ordering

* sprite update

* taco!

* taco naming gen

* fix separator naming

* some proto fixes

* default naming separation

* fix taco naming

* rat update

* hamsterburger

* organs taco

* remove from spawners

* fixes

* fix separators and lemons

* Update food-sequence.ftl

* randomization offset

* fix

* kebabs refactor

* fix

* skewer weapon

* Update food_single.yml

* Update migration.yml

* suppermatter

* hamlet centered

* hamsburger

* Update dead-0.png

* 20 -> 4 burger layers max

* Update burger.yml

* canReact: false

* capfruit update

* Update burger.yml

* Update burger.yml

* Update produce.yml

* some fixes

* Update Resources/Textures/Objects/Consumable/Food/taco.rsi/meta.json

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Content.Shared/Nutrition/Components/FoodSequenceStartPointComponent.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Content.Shared/Nutrition/Components/FoodSequenceStartPointComponent.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* chicken

* Update food-sequence.ftl

* documentation

* fixes

* Update meat.yml

* Update meat.yml

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Automatic changelog update

* Fix popups not working properly with an eye offset (#30990)

* Adds a random smokable spawner (#30870)

* Textures to make lamps mappable to East/West.

* Adds a random smokable spawner

* remove double derma

* Increase chance for just basic cig

* Update to enitity tables

* Tweak values

* Remove space

---------

Co-authored-by: Jeff <velcroboy333@hotmail.com>

* Fix lizards being unable to eat custom burgers (#31005)

* Fix lizards being unable to eat custom burgers

* ensure tag comp

* Automatic changelog update

* Fix creator prefix for Cog (#30995)

Now uses the same one as Atlas.

* fix(origin): Make medbay exit button functional (#31001)

* [Art] Chemistry airlock resprite (#2487)

* Localization of the slot (#31008)

localization of the slot

* Sedin (#27110)

* Sedin

* almost forgot this.

* what

* Did a few fixes, tried to readd popup

* Fix popup, ready for merge

* minor change

* Generalize seed removal/destruction system, add popups in general.

* fix

* fix (again)

* deadcode is no more

* Sedin buff (nerfing the recipe soon)

* godont

* webedit moment

ok listen I had to nuke my setup because my computer was being Dumb As Shit so let me do this ONE webedit

* CRIKEY

* Revert "CRIKEY"

This reverts commit 1c6959ffd9ba8bb1e97ccf2eb0b37b3ff4ec82ee.

I was not supposed to commit that >:/

* Alright, it should be good now but I havent tested it

* ready for merge/review

* prob -> probability

* Requested changes nodoc

* Review nodoc

* documento

* thumb up emoji

* Automatic changelog update

* Adds a Dinky Star Sticker for security officers (#29767)

* Sec-Star-TASTIC

* fix license

* now counts as trash

* Sticks to people + wearable

* no more sticky

* no more sticky

* mystery-space

* Update Loadout Yaml

* Automatic changelog update

* packed update (#31024)

* packed update

* bartender spawn

* Cog fixes (again) (#31030)

* more cogmap fixes

* updated cog a bunch

* Fix top bun desc (#31019)

FIX

* tweak(hospital): Reduce diamond stack from 30 to 1 (#31027)

* tweak(experiment): Reduce diamond stack from 30 to 1 (#31025)

* bagel update (#31033)

* fland update (#31034)

* update lox (#31035)

* lox update

* real

* meta update (#31037)

* [Maps] Avrite roles & min players (#2491)

* Correct relay mover entity (#31040)

* Relay entity

* Server

* Figurine voicelines (#30865)

* initial commit

* tweaks to the new voice lines

capitalizations of I's and the Y on hos 3 voice lines
also changed the captain figuring voice line 2 to something completely different

* capitalized one letter

man i really suck at capitalization

* more capitalization

i never thought this pr would need so many changes

* changed one comma to a dot

* Update Resources/Locale/en-US/datasets/figurines.ftl

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Automatic changelog update

* Adding shock collar and electropack (#30529)

* Adding shock collar with the new ShockOnTrigger

* Cleaning and updating the shock collar

* Add StripDelay datafield to ClothingComponent

* Adding SelfUnremovableClothingComponent

* ShockCollar Update

* Correction of the shock collar

* Correction of the shock collar 2

* Renaming the DamageSpecifier DataField to Damage

* Fixing the damage field in ShockCollar

* Cleaning the ShockCollar

* Renaming ShockCollar to ClothingNeckShockCollar

* Adding ClothingNeckShockCollar as a stealTarget to a thief

* Fixing a typo of the sprite path in ClothingNeckShockCollar

* Cleaning the ShockOnTriggerComponent

* Revision of SelfUnremovableClothing

* Adding a ClothingBackpackElectropack

* Sprite fix

* Code review

* Shock Collar sprite update

* add commit hash

---------

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

* Automatic changelog update

* Greatly improve the usability of the Gas Analyzer. (#30763)

* greatly improve how the gas analyzer behaves

* don't close the analyzer when the object goes out of range

* cleanup

* always switch to the device tab when a new device is analyzed

* modern api part one

* modern api part 2

* modern api part three

* file scope namespace

* Automatic changelog update

* Fix false and true in player-panel.ftl (#31043)

Fix false and true in player-panel

Add a new True string

* Contra Review Passs - Round 2 (#30942)

* Contra pass round two

* command too

* Stamps

* oopsied a bracket

* Namespace cleanup around Mind Roles (#30965)

* namespaces

* Comment does not need a semicolon

---------

Co-authored-by: Vasilis <vascreeper@yahoo.com>

* [Maps] Minor mining shuttle update (#2495)

Co-authored-by: Mota <belochuc@gmail.com>

* [Maps] Maus major update (#2496)

* Contraband Review Pass - The Threequel (#30970)

Contraband pass number three

* Packed Engi Solar Controller (#31042)

* Replace alerts with solar console

* Sci doesn't need two protolathes & engi frontdesk windoors shouldn't be atmos locked

* Golden toilet (#31049)

* golden toilet

* Destructible

* sprite

* fix

* copyright

* Automatic changelog update

* Salvage Spawners (#31020)

* treasure entities and spawners

* no more smiles

* fix(box): Make medbay exit button functional (#31003)

* Cook-able cutlets for kebabs/tacos (#31048)

* Automatic changelog update

* Event scheduler setting tweaks (#31018)

tweaks

* Automatic changelog update

* evac lox update (#31052)

lox update

* bagel update (#31053)

* Marathon Update (#31054)

* box update (#31056)

* fland update (#31057)

* fland update

* exit button on med

* remove atlas, cluster, europa, saltern (#31058)

* goodbye sweet maps

* Update EvacShuttleTest.cs

* Update EvacShuttleTest.cs

* fix tests

* fix tests

* nightmare nightmare nightmare

* rider is fucking me

* jesus christ

* Automatic changelog update

* remove origin (#31059)

derotate origin

* Automatic changelog update

* Add German accent (#30541)

* German accent

* Add German motherfucker

* German accent improvements

* Fix failing tests

* Only replace th at start of words

* Correct plural for "warnungen"

* hello and goodbye in German

* Fix German again

* Remove motherfucker from German accent

* German goodbye refactor

* 'fix' indents in speech.yml

* German accent improvements

* Reduce German umlautness

* Add umlaut cooldown

so consecutive vowels don't get umlauted

* Fix german capitalization of th => zh

* Add more banger words to German accent

* Improve German tesla replacement

* German akzent

* German scientist gaming

* Men and women, now in German

* Also replace warops in German accent

Co-Authored-By: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Make requested changes

* Make some of the requested changes

* Fix linter errors

* Address remaining feedback

* RE-add toned-down random umlauts

* cabbage -> kraut

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Automatic changelog update

* Mining Rebalance (#30920)

* first pass

* this shit too

* ok fix that shit

* buff

* actually fix that

* Automatic changelog update

* updated cogmap's evac shuttle (#31071)

* Fix mains wire light (#31066)

No idea how long this was broken; mains wire relies upon this id being accurate which means it needs doing before the calls.

* Automatic changelog update

* remove(NukeopsRuleComponent): Remove a trap from the component file (#31029)

ah

* Fix bug with holding objects (#31009)

Main

* Automatic changelog update

* Replace obsolete map functions in IconSmoothSystem (#30958)

* first part

* second part

* packed update (#31078)

* omega update (#31079)

* Fix reagents with ReagentData being duplicated  (#30983)

Initial commit

* Automatic changelog update

* Maybe fix mindshield icon (#2493)

* Give IAA age requirement (#2494)

* Fix locale (#2489)

* Translate Upstream #2481 (#2490)

* Fix upstream

* Update locale

* [Maps] Maus fix (#2497)

* Fix upstream maps

* [Art] Recolor mining tiles (#2499)

* [Maps] Maus fix (#2500)

* Concrete fix again (#2488)

* Update publish-publish.yml

* Update publish-publish.yml

* Revert "Remove rest of Geras files (#30912)"

This reverts commit 6552169.

* fix-upstream-errors

---------

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Showing 2,021 changed files with 408,049 additions and 622,582 deletions.
2 changes: 1 addition & 1 deletion Content.Benchmarks/MapLoadBenchmark.cs
Original file line number Diff line number Diff line change
Expand Up @@ -46,7 +46,7 @@ public async Task Cleanup()
PoolManager.Shutdown();
}

public static readonly string[] MapsSource = { "Empty", "Box", "Bagel", "Dev", "CentComm", "Atlas", "Core", "TestTeg", "Saltern", "Packed", "Omega", "Cluster", "Reach", "Origin", "Meta", "Marathon", "Europa", "MeteorArena", "Fland", "Barratry", "Oasis" };
public static readonly string[] MapsSource = { "Empty", "Satlern", "Box", "Bagel", "Dev", "CentComm", "Core", "TestTeg", "Packed", "Omega", "Reach", "Meta", "Marathon", "MeteorArena", "Fland", "Oasis", "Cog" };

[ParamsSource(nameof(MapsSource))]
public string Map;
Expand Down
4 changes: 2 additions & 2 deletions Content.Client/Access/UI/AgentIDCardBoundUserInterface.cs
Original file line number Diff line number Diff line change
Expand Up @@ -38,7 +38,7 @@ private void OnJobChanged(string newJob)
SendMessage(new AgentIDCardJobChangedMessage(newJob));
}

public void OnJobIconChanged(ProtoId<StatusIconPrototype> newJobIconId)
public void OnJobIconChanged(ProtoId<JobIconPrototype> newJobIconId)
{
SendMessage(new AgentIDCardJobIconChangedMessage(newJobIconId));
}
Expand All @@ -55,7 +55,7 @@ protected override void UpdateState(BoundUserInterfaceState state)

_window.SetCurrentName(cast.CurrentName);
_window.SetCurrentJob(cast.CurrentJob);
_window.SetAllowedIcons(cast.Icons, cast.CurrentJobIconId);
_window.SetAllowedIcons(cast.CurrentJobIconId);
}
}
}
11 changes: 4 additions & 7 deletions Content.Client/Access/UI/AgentIDCardWindow.xaml
Original file line number Diff line number Diff line change
Expand Up @@ -6,12 +6,9 @@
<LineEdit Name="NameLineEdit" />
<Label Name="CurrentJob" Text="{Loc 'agent-id-card-current-job'}" />
<LineEdit Name="JobLineEdit" />
<BoxContainer Orientation="Horizontal">
<Label Text="{Loc 'agent-id-card-job-icon-label'}"/>
<Control HorizontalExpand="True" MinSize="50 0"/>
<GridContainer Name="IconGrid" Columns="10">
<!-- Job icon buttons are generated in the code -->
</GridContainer>
</BoxContainer>
<Label Text="{Loc 'agent-id-card-job-icon-label'}"/>
<GridContainer Name="IconGrid" Columns="10">
<!-- Job icon buttons are generated in the code -->
</GridContainer>
</BoxContainer>
</DefaultWindow>
22 changes: 10 additions & 12 deletions Content.Client/Access/UI/AgentIDCardWindow.xaml.cs
Original file line number Diff line number Diff line change
Expand Up @@ -8,6 +8,7 @@
using Robust.Client.UserInterface.XAML;
using Robust.Shared.Prototypes;
using System.Numerics;
using System.Linq;

namespace Content.Client.Access.UI
{
Expand All @@ -23,7 +24,7 @@ public sealed partial class AgentIDCardWindow : DefaultWindow
public event Action<string>? OnNameChanged;
public event Action<string>? OnJobChanged;

public event Action<ProtoId<StatusIconPrototype>>? OnJobIconChanged;
public event Action<ProtoId<JobIconPrototype>>? OnJobIconChanged;

public AgentIDCardWindow()
{
Expand All @@ -38,17 +39,16 @@ public AgentIDCardWindow()
JobLineEdit.OnFocusExit += e => OnJobChanged?.Invoke(e.Text);
}

public void SetAllowedIcons(HashSet<ProtoId<StatusIconPrototype>> icons, string currentJobIconId)
public void SetAllowedIcons(string currentJobIconId)
{
IconGrid.DisposeAllChildren();

var jobIconGroup = new ButtonGroup();
var jobIconButtonGroup = new ButtonGroup();
var i = 0;
foreach (var jobIconId in icons)
var icons = _prototypeManager.EnumeratePrototypes<JobIconPrototype>().Where(icon => icon.AllowSelection).ToList();
icons.Sort((x, y) => string.Compare(x.LocalizedJobName, y.LocalizedJobName, StringComparison.CurrentCulture));
foreach (var jobIcon in icons)
{
if (!_prototypeManager.TryIndex(jobIconId, out var jobIcon))
continue;

String styleBase = StyleBase.ButtonOpenBoth;
var modulo = i % JobIconColumnCount;
if (modulo == 0)
Expand All @@ -62,8 +62,9 @@ public void SetAllowedIcons(HashSet<ProtoId<StatusIconPrototype>> icons, string
Access = AccessLevel.Public,
StyleClasses = { styleBase },
MaxSize = new Vector2(42, 28),
Group = jobIconGroup,
Pressed = i == 0,
Group = jobIconButtonGroup,
Pressed = currentJobIconId == jobIcon.ID,
ToolTip = jobIcon.LocalizedJobName
};

// Generate buttons textures
Expand All @@ -78,9 +79,6 @@ public void SetAllowedIcons(HashSet<ProtoId<StatusIconPrototype>> icons, string
jobIconButton.OnPressed += _ => OnJobIconChanged?.Invoke(jobIcon.ID);
IconGrid.AddChild(jobIconButton);

if (jobIconId.Equals(currentJobIconId))
jobIconButton.Pressed = true;

i++;
}
}
Expand Down
15 changes: 14 additions & 1 deletion Content.Client/Actions/ActionsSystem.cs
Original file line number Diff line number Diff line change
Expand Up @@ -48,6 +48,7 @@ public override void Initialize()
SubscribeLocalEvent<InstantActionComponent, ComponentHandleState>(OnInstantHandleState);
SubscribeLocalEvent<EntityTargetActionComponent, ComponentHandleState>(OnEntityTargetHandleState);
SubscribeLocalEvent<WorldTargetActionComponent, ComponentHandleState>(OnWorldTargetHandleState);
SubscribeLocalEvent<EntityWorldTargetActionComponent, ComponentHandleState>(OnEntityWorldTargetHandleState);
}

private void OnInstantHandleState(EntityUid uid, InstantActionComponent component, ref ComponentHandleState args)
Expand Down Expand Up @@ -76,6 +77,18 @@ private void OnWorldTargetHandleState(EntityUid uid, WorldTargetActionComponent
BaseHandleState<WorldTargetActionComponent>(uid, component, state);
}

private void OnEntityWorldTargetHandleState(EntityUid uid,
EntityWorldTargetActionComponent component,
ref ComponentHandleState args)
{
if (args.Current is not EntityWorldTargetActionComponentState state)
return;

component.Whitelist = state.Whitelist;
component.CanTargetSelf = state.CanTargetSelf;
BaseHandleState<EntityWorldTargetActionComponent>(uid, component, state);
}

private void BaseHandleState<T>(EntityUid uid, BaseActionComponent component, BaseActionComponentState state) where T : BaseActionComponent
{
// TODO ACTIONS use auto comp states
Expand Down Expand Up @@ -293,7 +306,7 @@ public void LoadActionAssignments(string path, bool userData)
continue;

var action = _serialization.Read<BaseActionComponent>(actionNode, notNullableOverride: true);
var actionId = Spawn(null);
var actionId = Spawn();
AddComp(actionId, action);
AddActionDirect(user, actionId);

Expand Down
95 changes: 47 additions & 48 deletions Content.Client/Administration/AdminNameOverlay.cs
Original file line number Diff line number Diff line change
Expand Up @@ -7,67 +7,66 @@
using Robust.Shared.IoC;
using Robust.Shared.Maths;

namespace Content.Client.Administration
namespace Content.Client.Administration;

internal sealed class AdminNameOverlay : Overlay
{
internal sealed class AdminNameOverlay : Overlay
private readonly AdminSystem _system;
private readonly IEntityManager _entityManager;
private readonly IEyeManager _eyeManager;
private readonly EntityLookupSystem _entityLookup;
private readonly Font _font;

public AdminNameOverlay(AdminSystem system, IEntityManager entityManager, IEyeManager eyeManager, IResourceCache resourceCache, EntityLookupSystem entityLookup)
{
private readonly AdminSystem _system;
private readonly IEntityManager _entityManager;
private readonly IEyeManager _eyeManager;
private readonly EntityLookupSystem _entityLookup;
private readonly Font _font;
_system = system;
_entityManager = entityManager;
_eyeManager = eyeManager;
_entityLookup = entityLookup;
ZIndex = 200;
_font = new VectorFont(resourceCache.GetResource<FontResource>("/Fonts/NotoSans/NotoSans-Regular.ttf"), 10);
}

public AdminNameOverlay(AdminSystem system, IEntityManager entityManager, IEyeManager eyeManager, IResourceCache resourceCache, EntityLookupSystem entityLookup)
{
_system = system;
_entityManager = entityManager;
_eyeManager = eyeManager;
_entityLookup = entityLookup;
ZIndex = 200;
_font = new VectorFont(resourceCache.GetResource<FontResource>("/Fonts/NotoSans/NotoSans-Regular.ttf"), 10);
}
public override OverlaySpace Space => OverlaySpace.ScreenSpace;

public override OverlaySpace Space => OverlaySpace.ScreenSpace;
protected override void Draw(in OverlayDrawArgs args)
{
var viewport = args.WorldAABB;

protected override void Draw(in OverlayDrawArgs args)
foreach (var playerInfo in _system.PlayerList)
{
var viewport = args.WorldAABB;
var entity = _entityManager.GetEntity(playerInfo.NetEntity);

foreach (var playerInfo in _system.PlayerList)
// Otherwise the entity can not exist yet
if (entity == null || !_entityManager.EntityExists(entity))
{
var entity = _entityManager.GetEntity(playerInfo.NetEntity);

// Otherwise the entity can not exist yet
if (entity == null || !_entityManager.EntityExists(entity))
{
continue;
}
continue;
}

// if not on the same map, continue
if (_entityManager.GetComponent<TransformComponent>(entity.Value).MapID != _eyeManager.CurrentMap)
{
continue;
}
// if not on the same map, continue
if (_entityManager.GetComponent<TransformComponent>(entity.Value).MapID != args.MapId)
{
continue;
}

var aabb = _entityLookup.GetWorldAABB(entity.Value);
var aabb = _entityLookup.GetWorldAABB(entity.Value);

// if not on screen, continue
if (!aabb.Intersects(in viewport))
{
continue;
}
// if not on screen, continue
if (!aabb.Intersects(in viewport))
{
continue;
}

var lineoffset = new Vector2(0f, 11f);
var screenCoordinates = _eyeManager.WorldToScreen(aabb.Center +
new Angle(-_eyeManager.CurrentEye.Rotation).RotateVec(
aabb.TopRight - aabb.Center)) + new Vector2(1f, 7f);
if (playerInfo.Antag)
{
args.ScreenHandle.DrawString(_font, screenCoordinates + (lineoffset * 2), "ANTAG", Color.OrangeRed);
}
args.ScreenHandle.DrawString(_font, screenCoordinates+lineoffset, playerInfo.Username, playerInfo.Connected ? Color.Yellow : Color.White);
args.ScreenHandle.DrawString(_font, screenCoordinates, playerInfo.CharacterName, playerInfo.Connected ? Color.Aquamarine : Color.White);
var lineoffset = new Vector2(0f, 11f);
var screenCoordinates = _eyeManager.WorldToScreen(aabb.Center +
new Angle(-_eyeManager.CurrentEye.Rotation).RotateVec(
aabb.TopRight - aabb.Center)) + new Vector2(1f, 7f);
if (playerInfo.Antag)
{
args.ScreenHandle.DrawString(_font, screenCoordinates + (lineoffset * 2), "ANTAG", Color.OrangeRed);
}
args.ScreenHandle.DrawString(_font, screenCoordinates+lineoffset, playerInfo.Username, playerInfo.Connected ? Color.Yellow : Color.White);
args.ScreenHandle.DrawString(_font, screenCoordinates, playerInfo.CharacterName, playerInfo.Connected ? Color.Aquamarine : Color.White);
}
}
}
9 changes: 7 additions & 2 deletions Content.Client/Administration/UI/Bwoink/BwoinkControl.xaml.cs
Original file line number Diff line number Diff line change
Expand Up @@ -92,13 +92,18 @@ public BwoinkControl()
if (a.IsPinned != b.IsPinned)
return a.IsPinned ? -1 : 1;
// First, sort by unread. Any chat with unread messages appears first. We just sort based on unread
// status, not number of unread messages, so that more recent unread messages take priority.
// First, sort by unread. Any chat with unread messages appears first.
var aUnread = ach.Unread > 0;
var bUnread = bch.Unread > 0;
if (aUnread != bUnread)
return aUnread ? -1 : 1;
// Sort by recent messages during the current round.
var aRecent = a.ActiveThisRound && ach.LastMessage != DateTime.MinValue;
var bRecent = b.ActiveThisRound && bch.LastMessage != DateTime.MinValue;
if (aRecent != bRecent)
return aRecent ? -1 : 1;
// Next, sort by connection status. Any disconnected players are grouped towards the end.
if (a.Connected != b.Connected)
return a.Connected ? -1 : 1;
Expand Down
36 changes: 36 additions & 0 deletions Content.Client/Administration/UI/PlayerPanel/PlayerPanel.xaml
Original file line number Diff line number Diff line change
@@ -0,0 +1,36 @@
<ui:FancyWindow
xmlns="https://spacestation14.io"
xmlns:controls="clr-namespace:Content.Client.UserInterface.Controls"
xmlns:ui="clr-namespace:Content.Client.UserInterface.Controls"
Title="{Loc ban-panel-title}" MinSize="300 300">
<BoxContainer Orientation="Vertical">
<BoxContainer Orientation="Horizontal">
<Label Name="PlayerName"/>
<Button Name="UsernameCopyButton" Text="{Loc player-panel-copy-username}"/>
</BoxContainer>
<BoxContainer Orientation="Horizontal">
<Label Name="Whitelisted"/>
<controls:ConfirmButton Name="WhitelistToggle" Text="{Loc 'player-panel-false'}" Visible="False"></controls:ConfirmButton>
</BoxContainer>
<Label Name="Playtime"/>
<Label Name="Notes"/>
<Label Name="Bans"/>
<Label Name="RoleBans"/>
<Label Name="SharedConnections"/>

<BoxContainer Align="Center">
<GridContainer Rows="5">
<Button Name="NotesButton" Text="{Loc player-panel-show-notes}" SetWidth="136" Disabled="True"/>
<Button Name="AhelpButton" Text="{Loc player-panel-help}" Disabled="True"/>
<Button Name="FreezeButton" Text = "{Loc player-panel-freeze}" Disabled="True"/>
<controls:ConfirmButton Name="KickButton" Text="{Loc player-panel-kick}" Disabled="True"/>
<controls:ConfirmButton Name="DeleteButton" Text="{Loc player-panel-delete}" Disabled="True"/>
<Button Name="ShowBansButton" Text="{Loc player-panel-show-bans}" SetWidth="136" Disabled="True"/>
<Button Name="LogsButton" Text="{Loc player-panel-logs}" Disabled="True"/>
<Button Name="FreezeAndMuteToggleButton" Text="{Loc player-panel-freeze-and-mute}" Disabled="True"/>
<Button Name="BanButton" Text="{Loc player-panel-ban}" Disabled="True"/>
<controls:ConfirmButton Name="RejuvenateButton" Text="{Loc player-panel-rejuvenate}" Disabled="True"/>
</GridContainer>
</BoxContainer>
</BoxContainer>
</ui:FancyWindow>
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